I know I tend to write essays, so for those of you who don't like reading I made a TL;DR at the bottom. You should probably read through though.
1) This is an improvement for medic (and possibly other classes): a player locator.
The idea is that in addition to being able to track your team's health (Tab), the menu can also show you the location of each player, represented by a tiny arrow that points to them. Why is this an improvement/ how does it make sense in the KF universe?
A lot of times on KF, especially during the boss wave/ when the camp gets overrun you lose sight of your other team members which can be frustrating as you don't know where the team members that need healing are. Therefore you run all over the map looking for them (and they can't tell you where they are because they're busy shooting/running), only for them to die because you couldn't find them. Knowing where the team members are makes the medic more able to do its job in the event that you need to find a team member, without adding more power to the class. As for how it makes sense: everybody on the map is equipped with some kind of device that monitors their health (which you can see with "Tab"), so I don't think it's too far fetched in a world with nanobots and cloning to see a little GPS action integrated into their technology.
2) I personally don't like the layout of the quickchat wheel, as it's too easy to accidentally send out the wrong message ("Taunt Zeds" vs. "Request help") due to how clustered the choices are. We have a full 360 degrees to make use of; why are all the quickchat choices jammed into about 240 degrees of the wheel?
The suggested improvement is simple: Space out the quick-chat choices to each be 45 degrees apart.
All the improvements from here downward focus on using controllers with KF2
3) When aiming down the sights with a gun, and using a controller (I use a 360 controller), the game will "snap" to an enemy in front of the player, such that your gun is now pointed straight at their head. Personally this annoys me for two reasons: 1) The "snap-to system" makes the game easier to play in a less enjoyable way. For example, a tactic i learned for dealing with crowds is "aim, fire, stop aiming, and repeat". Since the game points my gun at their heads for me, it's very easy to score 10 headshots with minimal effort, making most weaker zeds no problem for me. I can even use this to detect enemies i can't see (stalkers/ low-light areas), as if I aim down the sights and i'm suddenly aiming somewhere different, I know I'm aiming at a zed and all I need to do is shoot. In short, it takes the difficulty out of the game for me. 2) The "snap-to system" has a weird targeting priority that can, and sometimes will, get you killed. A good examples of this is as follows: Once on outpost (hard difficulty), I was shooting at a husk from close range. I shot it enough to make it kamikaze, so it put its gun to the ground to do just that. I aim down the sights (out of habit) and fire, only to find that instead of shooting the husk about to blow up in front of me, the game snapped my gun to just above the husk, to shoot the bloat behind him. Needless to say I died a completely preventable death.
Fixing this is pretty simple: Make "Snap-to" aiming something that can be toggled on or off. It's a nice thing to have for casual players that can make a challenging game fun, but not something I want to be forced to endure.
4) Sticky aiming. Another controller-only issue: When aiming down the sights at a zed, the game will resist your attempts to turn away and drag your aim back to the targeted zed. This paired with snap-to aiming makes shooting a specific zed more difficult than it has to be. To fix it, I personally would like this to be toggleable or straight up removed from the game, as it's a feature dislike for the same reasons as 3).
5) When tapping the weapon select button (Y on 360 controller), the game will cycle through to the next-tier weapon. Personally, I don't like this as it's only useful when I have a t4 gun out, and i'm switching to a t3/t2 (the only two guns you'll really be using throughout the game). Instead, I'd prefer that tapping "Y" switches back to the previous weapon, allowing me to quickly and smoothly change between two guns.
6) And the final change on my list of improvements? Button mapping for gamepads. This one is pretty self explanatory, methinks.
TL;DR:
Thoughts/Feedback are welcome!
1) This is an improvement for medic (and possibly other classes): a player locator.
The idea is that in addition to being able to track your team's health (Tab), the menu can also show you the location of each player, represented by a tiny arrow that points to them. Why is this an improvement/ how does it make sense in the KF universe?
A lot of times on KF, especially during the boss wave/ when the camp gets overrun you lose sight of your other team members which can be frustrating as you don't know where the team members that need healing are. Therefore you run all over the map looking for them (and they can't tell you where they are because they're busy shooting/running), only for them to die because you couldn't find them. Knowing where the team members are makes the medic more able to do its job in the event that you need to find a team member, without adding more power to the class. As for how it makes sense: everybody on the map is equipped with some kind of device that monitors their health (which you can see with "Tab"), so I don't think it's too far fetched in a world with nanobots and cloning to see a little GPS action integrated into their technology.
2) I personally don't like the layout of the quickchat wheel, as it's too easy to accidentally send out the wrong message ("Taunt Zeds" vs. "Request help") due to how clustered the choices are. We have a full 360 degrees to make use of; why are all the quickchat choices jammed into about 240 degrees of the wheel?
The suggested improvement is simple: Space out the quick-chat choices to each be 45 degrees apart.
All the improvements from here downward focus on using controllers with KF2
3) When aiming down the sights with a gun, and using a controller (I use a 360 controller), the game will "snap" to an enemy in front of the player, such that your gun is now pointed straight at their head. Personally this annoys me for two reasons: 1) The "snap-to system" makes the game easier to play in a less enjoyable way. For example, a tactic i learned for dealing with crowds is "aim, fire, stop aiming, and repeat". Since the game points my gun at their heads for me, it's very easy to score 10 headshots with minimal effort, making most weaker zeds no problem for me. I can even use this to detect enemies i can't see (stalkers/ low-light areas), as if I aim down the sights and i'm suddenly aiming somewhere different, I know I'm aiming at a zed and all I need to do is shoot. In short, it takes the difficulty out of the game for me. 2) The "snap-to system" has a weird targeting priority that can, and sometimes will, get you killed. A good examples of this is as follows: Once on outpost (hard difficulty), I was shooting at a husk from close range. I shot it enough to make it kamikaze, so it put its gun to the ground to do just that. I aim down the sights (out of habit) and fire, only to find that instead of shooting the husk about to blow up in front of me, the game snapped my gun to just above the husk, to shoot the bloat behind him. Needless to say I died a completely preventable death.
Fixing this is pretty simple: Make "Snap-to" aiming something that can be toggled on or off. It's a nice thing to have for casual players that can make a challenging game fun, but not something I want to be forced to endure.
4) Sticky aiming. Another controller-only issue: When aiming down the sights at a zed, the game will resist your attempts to turn away and drag your aim back to the targeted zed. This paired with snap-to aiming makes shooting a specific zed more difficult than it has to be. To fix it, I personally would like this to be toggleable or straight up removed from the game, as it's a feature dislike for the same reasons as 3).
5) When tapping the weapon select button (Y on 360 controller), the game will cycle through to the next-tier weapon. Personally, I don't like this as it's only useful when I have a t4 gun out, and i'm switching to a t3/t2 (the only two guns you'll really be using throughout the game). Instead, I'd prefer that tapping "Y" switches back to the previous weapon, allowing me to quickly and smoothly change between two guns.
6) And the final change on my list of improvements? Button mapping for gamepads. This one is pretty self explanatory, methinks.
TL;DR:
- Give medics a player locator
- Space out Quick-chat options
- Allow "snap-to aiming" to be toggled
- Allow sticky aiming to be toggled or straight-up disabled
- Make tapping "Y" switch to previous weapon, not cycle through.
- Allow for button mapping on gamepads, such as PS and 360 controllers
Thoughts/Feedback are welcome!
Gameplay Improvements
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